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@ -643,23 +643,6 @@ void CScientist::Spawn( void )
@@ -643,23 +643,6 @@ void CScientist::Spawn( void )
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const char *pszModel; |
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Precache(); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->health = gSkillData.scientistHealth; |
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pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE; |
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//m_flDistTooFar = 256.0;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
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// White hands
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pev->skin = 0; |
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if( pev->body == -1 ) |
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{ |
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// -1 chooses a random head
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@ -679,10 +662,27 @@ void CScientist::Spawn( void )
@@ -679,10 +662,27 @@ void CScientist::Spawn( void )
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SET_MODEL( ENT( pev ), pszModel ); |
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// White hands
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pev->skin = 0; |
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// Luther is black, make his hands black
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if( pev->body == HEAD_LUTHER || pev->body == HEAD_NEW_BLACK ) |
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pev->skin = 1; |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->health = gSkillData.scientistHealth; |
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pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE; |
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//m_flDistTooFar = 256.0;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
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MonsterInit(); |
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SetUse( &CTalkMonster::FollowerUse ); |
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} |
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